View Full Version : condition-events
BlackDeath
03-29-2007, 06:25 PM
hello,
just wondering...
what are the difference between events and conditions?
same conditions are available in the condition and the event panel so we don't really need conditions system...
moreover, conditions do not change anymore once they are true.
btw, how to set up a repeatedly event (or condition) which is not only checked once and can be unchecked?
thank you
Wahrborg
03-29-2007, 06:39 PM
Events can only be true once. Conditions are checked during the whole scenario, and can therefor become true and false an endless number of times
Jester_UK
03-29-2007, 06:42 PM
An event is a one shot thing. Once an events requirements are met it becomes true and remains true until the end of the scenario.
A condition's state can change multiple times within a scenario.
EDIT: And Wahrborg beats me to the line yet again... That'll teach me to answer the phone while posting a reply on a forum!!!! :biggrin:
Ssnake
03-29-2007, 11:11 PM
The simplest explanation is the analogy to that ooold joke:
Question: "Does my car's blinker work, dude?"
The Event's answer: "Yes!"
The Condition's answer: "Yes! Err... No! Err... Yes! Err..."
Events provide past-oriented information.
Conditions are presence oriented.
BlackDeath
03-30-2007, 03:24 PM
ok..
if i want an area which can be seized by blue then reseized by red then reseized by blue, how to display a message saying "You've seized the region, hold it" (for exemple) whithout multiplying the events?
theorically, i should set up a condition "if number of blue units are >0 & number of red units are <1 in region 1" (assuming the region is 1) and linked it with the event displaying "You've captured the region, hold it".
To display the event "you have lost the region", i should set up a condition
"if number of blue units are <1 & red units >0 & event "You've captured the region, hold it" is true";
then a new event displays "You've lost the region, try to reseize it"
But here is my problem. the event "You've captured the region, hold it" is still true. therefore i cannot display this message whithout creating a new event.
immagine there is a high number of region which are often lost and do the math.
any solution?
btw, can we set up a condition which is only checked after an amount of time following an event?
thx.
ShotMagnet
03-30-2007, 04:35 PM
If you set the thing up as a condition, it should do all that for you automatically as part of the condition. As mentioned, a condition may select between 'True' and 'False' indefinitely in a mission; how you set it up will determine how well it does what you want it to.
If I read correctly what you've posted, I think you're overcomplicating the matter somewhat. If you create the condition as given, it should tell you during the course of the mission when Blue owns the region in question and when it doesn't, assuming that the region changes hands.
Shot
ShoutingDog
03-30-2007, 08:49 PM
I know exactly what BlackDeath wants to do because I'd like to do the same thing in an MP mission I made.
I wanted to track what quadrant/region of 4 each player was in and tell the others. Using conditions to trigger a message it worked beautifully - once - for each region. I could have used the penalty zone thingy which reveals location but that's just too exact for what I wanted.
The simple solution is to not just have messages associated with events but with conditions too.
That way when and only when the condition fires true it presents the message. If it goes false nothing happens; if it again goes true you get the message again. If we really wanted to get fancy it should have the ability to send both a false and true message but only when the state changes. Ex... when unit 1/A leaves region 1 msg "1/a is leaving region 1" is flashed and when unit 1/a goes back to region 1 msg "1/a is entering region 1" is flashed. Of course what the message says would be up to the scenario designer along with the logical parameters which determine whether the condition is true or false.
I imagine though that Al won't or doesn't have the time to make that change in the code so - I can't do what I want and BlackDeath can't do what he wants.
Not all things are possible as much as we'd like them to be - well - at least not yet anyway.
Ssnake
03-30-2007, 10:25 PM
ShoutingDog is right - the most flexible solution would be to add a message line to conditions as well. Until then you can only create n events which need event n-1 to be true in conjunction with the condition to become true as well (so that they don't become true all at the same time); finally, you must add a mission time separator since the events would "cascade" immediately otherwise. With 64 events at your disposal, and a check every 5 minutes, that's going to last about five hours.
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